小海盗 发表于 2025-3-27 16:55:33

GBWFlowMove - High-speed Movement system, Multiplayer Ready!适配UE5.0-5.1




Note that : This plug-in has been built into the GBWPowerfulHit. If you own PH, you will not have to buy this product again.

(Note: GBWPowerfulHit plug-in is a complete combat system solution, and has many features built in to enhance combat performance. FlowMove plug-in is also one of the features built in PowerfulHit to enhance combat performance.)

The FlowMove system is different from all other Movement systems on the market.
It focuses on the coolest and most expressive methods of Movement.
Start the FlowMove system and run amok in almost any scene!
Rest assured that FlowMove will allow your character to automatically overcome all obstacles!

Dodge, sprint, climb, slide shovel, pedal wall, glide, qualitative movement towards target... And any of the coolest Movements you can think of!

Watch the trailer now, and I believe once you see it, you can't wait to integrate it into your own game!

Fully implemented using C++, it can be used in both C++and blueprints!
FlowMove doesn't use animation blueprints at all,
so when you integrate FlowMove into your own project,
you don't need to make any changes to your own animation system,

just add FlowMove components to your character, specify data assets, and everything can start working!

FlowMove is not only a complete set of Movement solutions, but also a carefully designed Movement framework.

This means that if you want, under the framework of FlowMove, you can completely customize your own unique Movement system.

And almost completely eliminates the need to consider complex network replication issues, just focusing on the creation of game logic.

(By inheriting the base class provided by FlowMove, you can fully customize Perceptron, Move control, runtime scripting logic.etc. All these customized extensions to FlowMove can be implemented in both C++and Blueprint).

This is absolutely revolutionary.
Because most of the Movement systems on the market have set the character's Movement status in advance, all you can do is simply replace some resources in these restricted states.

Moreover, almost all of these Movement systems are based on animation blueprints, so when using them, you have to modify your own animation system. This is really too much trouble!

Important/Additional Notes :
The goal of the FlowMove system is not to replace traditional basic Movement systems (such as ALS, the Movement system in Lyra, and FLS). It's more like a special movement system, just like the movement methods typical heroes in games have (imagine the martial arts masters in Chinese martial arts movies, or the Chinese immortals). It is recommended not to build all the movement systems of the main characters in your game on top of the FlowMove system. The best way to use FlowMove is to combine it with a basic movement system to enable your character to have complete movement capabilities in any dimension, just as I did in my own game (I use FlowMove with FLS).
This product does not include the characters and scenery assets in the demonstration.
技术细节
Features:
The coolest Movement system, Multiplayer Ready!
Adopt customized RMS system for motion control and high-performance network replication
Fully implemented using C++, which can be used in both C++and blueprints
It has nothing to do with animation blueprints, and has absolutely no damage to your own animation system
Starting with DemoProject, use the fastest speed to instantly equip your own character with the ability to FlowMove!
A well-designed framework that can extend FlowMove in C++ or blueprints based on your own needs
Timely and effective online technical support. If you follow my Discord channel, you will find that if you encounter problems, you can always find me there

Code Modules: (Please include a full list of each Plugin module and their module type (Runtime, Editor etc.))
GBWFlowMove (Runtime)
GBWRMS (Runtime)
Number of Blueprints: 0
Number of C++ Classes: 22
Network Replicated: (Of course Yes. All GBWGame products support network replication)
Supported Development Platforms: (WIn64)
Supported Target Build Platforms: (WIn64)
Documentation: GBWGame WIKI – Wikiful


注意:此插件已内置于GBWPowerfulHit中。如果您拥有PH,则无需再次购买此产品。

(注:GBWPowerfulHit插件是一套完整的战斗系统解决方案,内置了许多增强战斗性能的功能。FlowMove插件也是PowerfulHit内置的增强战斗性能的功能之一。)

FlowMove系统不同于市场上所有其他Move系统。
它专注于最酷、最有表现力的Move方法。
启动FlowMove系统,在几乎任何场景中横冲直撞!

放心,FlowMove将允许您的角色自动克服所有障碍!

闪避、冲刺、攀爬、滑铲、踩墙、滑行、朝着目标定性移动……以及您能想到的任何最酷的动作!

现在就观看预告片,我相信一旦您看到它,您就迫不及待地想将其集成到您自己的游戏中!

完全使用C++实现,可以在C++和蓝图中使用!
FlowMove完全不使用动画蓝图,
因此当你将FlowMove集成到自己的项目中时,
你不需要对自己的动画系统做任何更改,

只需将FlowMove组件添加到角色中,指定数据资产,一切就可以开始工作了!

FlowMove不仅是一套完整的Move解决方案,而且是一个精心设计的Move框架。

这意味着,如果你愿意,在FlowMove的框架下,你可以完全定制自己独特的Move系统。

并且几乎完全不需要考虑复杂的网络复制问题,只需专注于游戏逻辑的创建。

(通过继承FlowMove提供的基类,你可以完全自定义Perceptron,Move控制,运行时脚本逻辑等。所有这些对FlowMove的定制扩展都可以在C++和蓝图中实现)。

这绝对是革命性的。
因为市面上大部分的Move系统都已经预先设定好了角色的Move状态,所以你能做的只是简单地替换这些受限状态下的一些资源。

而且这些Move系统几乎都是基于动画蓝图的,所以在使用的时候,你得修改自己的动画系统,这实在是太麻烦了!

重要/附加说明:
FlowMove系统的目标并不是取代传统的基础Move系统(比如ALS,Lyra中的Move系统,FLS)。它更像是一种特殊的Move系统,就像游戏中典型的英雄所具有的Move方式(想象一下中国武侠电影中的武林高手,或者中国的仙人)。建议不要将游戏中所有主要角色的Move系统都构建在FlowMove系统之上。使用FlowMove的最佳方式是将其与基础Move系统相结合,使你的角色在任何维度上都具有完整的Move能力,就像我在自己的游戏中所做的那样(我将FlowMove与FLS结合使用)。
本产品不包含演示中的角色和场景资产。
技术细节
特点:
最酷的运动系统,多人游戏就绪!
采用定制的RMS系统进行运动控制和高性能网络复制
完全使用C++实现,可以在C++和蓝图中使用
与动画蓝图无关,绝对不会损害您自己的动画系统
从DemoProject开始,用最快的速度立即为您自己的角色配备FlowMove的能力!
一个精心设计的框架,可以根据您自己的需要在C++或蓝图中扩展FlowMove
及时有效的在线技术支持。如果您关注我的 Discord 频道,您会发现如果遇到问题,您总能在那里找到我

代码模块:(请包括每个插件模块及其模块类型(运行时、编辑器等)的完整列表)
GBWFlowMove(运行时)
GBWRMS(运行时)
蓝图数量:0
C++ 类数量:22
网络复制:(当然是的。所有 GBWGame 产品都支持网络复制)
支持的开发平台:(WIn64)
支持的目标构建平台:(WIn64)
文档:GBWGame WIKI – Wikiful


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